Enslaved Walkthrough & Strategy Guide

The more ammunition you have left over, the easier this chapter's going to be.

Begin by jumping up to the handhold in the alley nearby, then scale the building to the first landing. Go left to find a Mask hidden on the far side of the building; go right and through the hole in the wall to surprise a mech. Destroy it, then go left to find your first Electro Mech. It's difficult to avoid its plasma bolts while you're climbing around, and it's immune to your stuns; the only thing to do is close the distance as quickly as possible.

Go back outside and use the old hotel sign to get up to the top level, where a bunch of shielded mechs have turned the hotel's ruins into a killing floor. If you've got enough stun and plasma ammo left to take them out, this part is a piece of cake; just stun a mech to drop its shield, then switch ammo types and blow it up from a safe distance.

If you don't have the ammo to pull this off, this is vaguely like storming Omaha Beach. You'll be dashing from wall to wall without much room for error, and if you're caught in the open, you're dead. There are a lot of Tech Orbs in this area, which further complicates the issue; trying to explore the room and scoop them all up usually means you get shot a few thousand times. This is why I emphasized ammo conversation a few paragraphs ago.

Either way, use the pipe on the wall to climb up to the robots' level. They're sitting on a treasure trove of ammunition and health, so loot as much of it as possible before you move on.

Once you're on the roof, take out the mech and his Broadcaster buddy, then jump to the crane. The ensuing sequence stops being a cutscene very quickly, so be ready for some fast jumping. Once you get back up to relatively solid ground, run across the crane to its control booth and use it to drop its payload.

After the ensuing cutscene, use the ladder to get down quickly. Scoop up the Tech Orbs that are hidden in every crevice of the building - shut up, Trip, I'm grabbing loot here, I'll be there in a second - on your way to save Trip. This includes the Orbs that are sitting right outside, which are easy to miss because you have to grab them right before going into a cutscene.

With Trip on your back, run like hell into the foreground. Jump over any obstacles in your way and stay right to grab a few Tech Orbs that pop up along the way. When the Dog throws a car at you, veer left to dodge it and keep moving. This sequence is short, but can be easy to screw up.